Showing Posts For Khezekiah Bellamy.5016:

We still haven't had a final word on racials

in Revenant

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Let them have racial skills, just add a 101 energy cost.

What does the 1% do with the dye pack?

in Guild Wars 2 Discussion

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

@nekretaal.6485 and @Captain Unusual.9163 I did not come here to brag or humble myself. I came to see if a dev would respond as to whether there will be or not any use for this item in the future for the few people in the game who do have all the dyes unlocked. From what it seems like you are just a salty someone has something over you and feel better being a bully about it on the internet, this community from what I remember would have instead said, “wow, congrats on your achievement of unlocking all the dyes, I hope you find a use for that item.”
@Illconceived Was Na.9781 There hasn’t been a response from a dev as I aware, there is just a post where players are assuming they wont put effort into updating the item to include the shadow dyes.

What does the 1% do with the dye pack?

in Guild Wars 2 Discussion

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Thanks bluestocking.6148

What does the 1% do with the dye pack?

in Guild Wars 2 Discussion

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

It is already missing the shadow set, and there is a post about that and how it probably wont be updated to include new sets, but would be nice to have confirmation.

What does the 1% do with the dye pack?

in Guild Wars 2 Discussion

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I cant get anything useful out of it );

Attachments:

PvP Chronomancer Tank build w/ video

in PvP

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

8/10 guide. forgot to include bail from all engagements where you will lose or be outnumbered and have the possibility to lose a fight, instead go make a fight somewhere else on a point outnumbered in your favor

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Flame Turret: Overloading the Flame Turret does not generate a blind or smoke field as indicated in the tool tip.

In fact, overloading this Turret currently does not seem to do anything. There’s no animation, no white ring to show the radius of the effect, or any field / condition generated.

It creates the smoke field only on it’s next attack, not immediately once pressed.

Upcoming AMAZING Improvement

in WvW

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Considering how the upgrades happen automatically, in 3 tiers, and at set times(only sped up by dolyaks) anyone who notices when something flips can know exactly when the upgrades are happening. On top of that, every time an upgrade happens you know those exact upgrades because they are the same as your’s. AND objectives always get a door/wall upgrade or things such as oil and cannons when they do upgrade, anyone can walk by an objective, see one upgrade and know all of the upgrades.

(edited by Khezekiah Bellamy.5016)

My Favorite Feature of the Test

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

You couldn’t do any claiming during the test as far as i could tell as it gave you no privileges in your guilds, the interface just contained a tab for guild buffs and check boxes and things that again could not be interacted with. If you watch the video you would see all that. As far as claiming goes they already described how that would work back in this new post:
https://www.guildwars2.com/en/news/guild-objective-claiming-in-world-vs-world/
“When claiming objectives, the guild with the most members present when an objective is captured has first priority. If that guild passes, then the next guild down the priority chain has the opportunity to claim it. After three passes, any guild may claim the objective. A guild member with permission to claim objectives needs to be present to make the claim and slot the upgrades. "

Collected feedback, good and bad

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Just wanted to chime in that Waypoint upgrades are not a thing and are available by default in certain towers and keeps and can only be used by the team who spawn is closest to them. This was addressed in a blog post a while back: https://www.guildwars2.com/en/news/ready-up-episode-34-wvw-automatic-upgrades/

fire keep mortars

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

mortars arent meant for doors lol, they are meant to counter trebs and catas

My Favorite Feature of the Test

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

While wvwintel does show some things, this new feature does not require a player a player have open another program and also appears to have interactable features such as claiming or unclaiming objectives within the game without having to be at them and selected what upgrades your guild will be providing with the claim. The new feature also shows the exact time remaining for upgrades to be completed, albeit something websites cant do at the moment because we do not have the automatic upgrade system yet.

Upcoming AMAZING Improvement

in WvW

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

https://forum-en.gw2archive.eu/forum/game/wuvtest/My-Favorite-Feature-of-the-Test/
This is from the Desert Boarderlands Test and I just wanted to share it over here for anyone my not have seen it. Basically you could click on any objective on the map and see the upgrades it had completed and when the next upgrades would be complete, who had the objective claimed, maybe even what guild buffs the objective had on it. This could be done for any objective across any map, regardless of which team owned it. I posted a highlight video of when I came across this new feature on the other post linked above.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Upon reviewing the tapes.
Agressive Dinos:
Arrowheads: did the barrel roll attack like a karka. ONLY some were aggressive.
Stoneheads: looked like t-rex, had ranged knockdown and a charge attack.

Neutral Dinos:
Mordrem Bonebreakers: not sure attacks as you could perma knockdown them
Bristlebacks: quill shooters
Pocket Raptors: wont even fight you when aggro NINE of them
Smokescales: I think they stealthed and shadowstepped
Rolling Devils: Probably rolled?

There was also some non aggressive boars and beetles in the oasis too.
So only 1.5 of 9 mob varieties were aggressive by default

Feedback from 12 hours of testing

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Well the combat system felt the same as on live. I didn’t spend much time ‘zerging’ or seeing large assaults as most of the time I spend on the test was after of the initial ‘tournament’(lol), when there wasnt queues for anything and some maps even had the outmanned buff. I did get to fight every keep lord though; for the most part the lords only have a few different moves but they use them all the time which was fine to me. The same goes for the few tower lords I got to engage. In all my time of the event, I only saw the oasis event once, probably due to the maps crashing(beta test is beta) before it ever triggered. Even if there was large assaults and defending, I still wouldnt be able to judge well enough how they work from just a 25 hour test, would need to see how well they work with a full week of play in an actual match.

Please listen to the WvW comunity

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I can relate with the OP in some sense. I enjoy the siege type gameplay of wvw, but I love the running into other players and putting my earned/crafted gear, personal player ability, and build to the test against theirs much more. It really hurts my feels when I see a player sitting in a tower on a siege weapon firing it at me when I am one player or small group not even threatening or attempting to threaten the structural stability of their superb fortress. All I want more than anything is the ability to force that player to come down off his siege and put my ability to fight against another human controlled enemy to the test. There is a sense of accomplishment that most people long for when you succeed against a challenge, it is human nature, and the best challenge in most online video games is other players. I can relate to OP wanting to have fights, even if I am losing those fight, and not run around and every player you come across quickly scurries into the nearest structure they own and wait for you to leave or die to siege.
All that being said it would be nice if there was place where players could fight each other to effect the outcome of WvW while there not being places that one team can go hide in and the other cant follow. A place where the only safe spot is spawn and once you leave spawn you are ‘in combat’ and cant go back unless you die(going to character select/closing game will also kill you and reward anyone in combat with you). Perhaps just add a pvp mode that used pve stats and gear.

The feature I am looking forward to the most right now from HoT is the Guild Hall Arena so I can skirmish/duel people in my earned PvE equipment that is way more customizable and upgradable then what you can obtain in sPvP.

Feedback from 12 hours of testing

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Excluding exploits, bugs, and the amount of players active since this was a test, this some of the things I thought of the Desert Boarderlands.

I’ll start off on the positive things I absolutely loved.
1. Map: Clicking on objectives on the map opened a panel showing current and upcoming upgrades(see also https://forum-en.gw2archive.eu/forum/game/wuvtest/My-Favorite-Feature-of-the-Test)
2. Themes: The different environments/theme of each area were beautiful and made the map substantially visibly more appealing than the current alpine BL.
2a. The enemy npc types in objectives breaks up the boringness of fighting the same enemy in every objective like what we have on the current maps.
3. Defender’s Advantage: Everything seems to point towards holding your world’s section on map as opposed to owning your world’s entire home land map.
4. Tower design: Some towers and keeps had platforms/arches that overlooked the gate for defenders. Some towers also had a two oils adjacent to the gates with a larger pouring range rather than one above the gate.
5. FORTIFIED gates. They are finally a thing.

Things I liked:
1. Escorting a dolyak gave it a buff reducing all incoming damage and condition duration on it, but I feel the radius you need to be to the dolyak is a little small.
2. The oasis has path ways to every area of the map and usually is the quickest route to get around and can be jumped into from the garrison.
3. Owning an objective is impactful to to allies and enemies in the objectives region; such as, a wall that blocks travel between an area and only those who own the associated objective it can pass through and if you dont own it you have to either break the wall or go the long way around, another example would be around the garrison enemies are thwarted by small walls that pop up and block the way and force the play to go pass a under pulsing cripple laser.
4. Sentries apply a 4 minute cripple to dolyaks and provide a med kit(identical to old engineer healing kit) for players who own the sentry.
5. Supply camp layouts are much better: the dolyaks and the guards tending to them are in their own ‘housing’ section out of the camps capture radius; also there is no longer an [Upgrades] npc to block the cap either.
6. The controllable rock wall maze defense just inside the garrison outer gates is awesome and looks like for a really fun time for defended to mess with attackers.
7. There is a shark in a stasis tank type thing hanging from the spawn just north of the north supply camp.
8. You can break every wall that looks like you should be able to, unlike some walls in the current maps.
9. Upgrades are automatic and do not require supply; dolyaks reduce the time remaining on upgrades.

Things I thought were okay:
1. The amount of ambient mobs.
2. The oasis event(not the outcome) where you can gank other players and steal the power cores from them if you chose instead of killing the mobs yourself.
3. You can treb the inner walls of the garrison from the north supply camp(however I feel the garrison mortars need more range to hit there)

Things I did not like:
1. It felt like getting to the wind keep area from oasis was too difficult since only the defending players could use the wind jump pads.
2. The maps feels a too big for the current wvw map population limit.
3. The area above the fire keep feels too open and empty(dont add more mobs), perhaps add a couple out of combat interactable ziplines(with a 1 minute reloading time cooldown to prevent a large group using it to move around the map) that allow players to slide down into the pool of the oasis, or some ropes to repel down to the lava keep.
4. There still is not a personal reward to escorting dolyaks or staying in a tower to defend(scouts) when nothing attacks the objectives.
5. The automated defensed such as the gargoyle statues in the lava keep and the wind blowing heads in the air keep shouldn’t be fully automated and should require a player to turn them on for x duration.
6. The minimap would not update to the interior of the lava keep when underground but would on the large map.
7. Players can rally on npcs while in combat with a player. I think this shouldnt be a thing in wvw and spvp.
8. The mega-laser event thing in the oasis is a bit too strong if it is as powerful as I think: reason, my team won the event, I went to a tower we did not own, it had a fortified gate and it was at about 15-20% hp. If the laser did that much damage it is too much. I feel it should bring a normal door to about 5-15%, reinforced door to 10-33% and a fortified door to 30-45%.
9. Some of the defending npcs do WAY to much damage. I had around 2900 armor and the 20% reduction of damage from wvw ranks and still some of the veteran guards could toss one grenade or shoot me with a rifle shot for 5-9k and there would be more than one of them roaming around.

My Favorite Feature of the Test

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I didn’t see anyone else on the forums(if someone did it should have gotten more attention IMO) mention that on the map and mini-map you can click on the objectives to see the time remaining till upgrades and it also looked like you can control claiming of objectives from a far and what guild buffs you are providing to an objective. You can even do this for the enemy objectives which can be really useful when planning to assault an objective to see what upgrades you will have go against. Please watch this video of my initial finding of this feature: https://www.youtube.com/watch?v=vYUpJe8uFD8

Bridge in Lava Keep Missing Hitbox

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I noticed on only one side of a certain bridge you are able to fall through into lava. Tested in multiple maps, all the same result. See video link for the bridge I am referring to.
http://www.twitch.tv/khezekiah/v/9409417

The Waypoints need to be changed on this map.

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I just wanted to point out that when HoT comes out, even the current alpine maps will the change of waypoints being taken out of the side keeps and placed in the spawn towers. The whole concept of each team holding their own boarderlands and then fighting for slightly more control in EBG seems really boring to me. I love the hold your section approach to each map.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

There’s a few problems with your assertions though. Firstly, you mentioned you were ‘mostly by yourself’. That in itself gives you a lot more room to avoid the PvE than groups would have.

Secondly, I’m not sure what pathing you were taking, but I was seeing more than a fair bit of red mobs. Skales, various types of Spiders, Colocals, Hyenas, various types of dinos, and other ones that I can’t remember the names of. But beyond that, it doesn’t matter if it’s hostile or neutral. They are all agroable and rally bait.

Lastly, PvE doesn’t merely come down strictly to mobs and events. These maps are also full of things like the keep turrets (constructs that are abundant throughout their respective keeps, indestructible, unaffected by siege dissembler, and can only be turned off by not allowing the owners of the keep to have more than 1 of the 3 shrines). Those alone add a significant other level of annoyance to the PvE issue.

1. A group can move around mobs just as a single player can or rather since they are a larger group might as well take a second or two and just slap those mobs into the ground with a few autos(just not when it puts enough people in combat for orange swords) and get extra loot, rather than chancing the mob slapping a couple players in the group, putting them in combat and slowing them down from the group.

2. I reported how most of the mobs I could simply outrun if they did aggro to me and I was only moving at 25% faster speeds as opposed to someone with swiftness would be long gone from the mobs. I think I did run across some spiders at one point that immobilized me and as such I spend about 5 seconds and killed them all and went on with my day. Almost every dinosaur seemed to be neutral save for I believe the stoneheads(?) and even those were all near each other and completely avoidable. I do completely concur with you on how dumb rallying of npcs/mobs is, no argument with you there and as such fully support a change to where players in wvw can NOT rally on non-players.

3. I think the turrets in lava keep were fine, except maybe tone down the boss room a bit on the turrets. I think the wind gusts also need to toned down a little bit in areas outside of the air keep, moving around in that area and have to use all my dodges/blocks or waiting out all the activating wind spouts was a little much. I do like the idea of having to shutdown the enemy defenses by taking all 3 of the shrines away from an area 1st is a good plan. I like the longer drawn out more planned ‘sieges’ rather than the reckless show up, toss down a ram, pvd. I do feel having them be completely automated is a little much also. Perhaps make them require a player to activate them and then they last for a short duration, this applies to all the automated defenses.

engi flame blast not giving might at times?

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I tested this a couple times and also had problems reproducing the area might. Works every time in fire bomb, so is probably some issue with napalm or just server ping showing the fireball not detonating on the small line. As far as the projectile not even showing up you are probably aiming your camera down, thus causing the shot to fire into the ground at your feet.

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

As guildabd.6529 said, it appears cone attacks are back to the old physics and no longer spray parrallel to the ground when holding right mouse button, moving, and looking any direction down. effects, flamethrower auto, pistol 5, elixir gun 3, ect.

South East Tower Untargetable destroyed wall

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

http://www.twitch.tv/khezekiah/v/9235075
There is a wall(see video) that can be broken and not targetable to repair. I ran across it once while enemy owned and once while controlled by my team and was unable to target it both times and there was no prompt to repair it while we owned it. Also at one point I the pack of roaming guards from the third tier upgrade and waited around about 20 minutes and they never respawned.

Too much pve in wvw

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I played the map for about 8 straight hours mostly by my self no where near a zerg on various maps, in every tower and keep while owned by an enemy and at no point did I feel overwhelmed by enemy NPCs except during one fight with an enemy player ranger ,in the oasis, who had a hyena pet who summoned another hyena and he had ogre runes that summoned a rock dog and the veteran dinosaur he was fighting decided to also aggro onto me(presumably cuz I had a higher armor score then the ranger) and an addition dino attacked me cuz an attack bounced and aggoed to it. Even with all that I was able to survive and walk away from the fight and not die. all while playing an engineer who doesnt have access to blinks and I didnt have stealth slotted.

Most the time while I was walking around I was able to bypass the aggro radius of basically every mob I came across that was hostile without going out of my way and the few that did aggro to me where relatively slow and I could just out run them with only 25% movespeed bonus.

I also noted that there are significantly fewer random mobs in the map compared to the current boarderlands maps with the exception of the in the oasis where most of those mobs are neutral and non aggressive, even the pocket raptors wouldn’t attack you even if you aggro’d a whole pack of about 10 of them.

The 3 shrines around each keep have a little tiny bit of pve to do where you have kill heaven forbid ONE veteran mob. Supply camps have less pve in them now as you the dolyaks and their guards aren’t in the capture radius and there isn’t an [Upgrades] NPC standing around not aggroing to you with the guards.

There are NO DREDGE on the map and as far as i noticed nothing was immune to blind except things with break bars(and maybe dust mites?). Blind is super effective against most pve mobs as they tend to attack slow like once every second or two. Dont reply to this post complaining x profession doesnt have access to blind because we all understand that.

There was some completely OPTIONAL pve in the top right of the map where you could kill a couple champion wyverns that are very far away from any objective. The only like forced pve content I saw was the main event in the oasis you had to turn in about 20 power cores that dropped from certain mobs that had them, but even then, you dont HAVE to do the pve, you can stand around and just snipe enemy players when they pick up the power core which gives them a giant icon over there head visible to every played on the map and it locked them out of their weapon skills while they are carrying the bundle making them prime targets.

Engineer Leaping into Garrison

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

EZ PZ Lemon Squeezy
https://www.youtube.com/watch?v=RzMsZX-dpX4

but honestly the aiming of the rocket jumps is very precise and I doubt other professions can do it

30th July Test - Exploits

in WvW Desert Borderlands Stress Test

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

that is more a video of exploit of the super jump animation u can do with dodge jump, channeled attacks and weapon swap lol

Out of Combat regen[suggestion]

in PvP

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

tl;dr: replace the hp regen from out of combat in spvp

High mobility professions have the advantage of getting to capture points quickly and de-cap them and zoop away quickly, that is fine and great. They also have the advantage when being pressured to blink away and break combat for full health to come back to the fight, that isn’t fun. I feel being out of combat should still be a thing for move speed, but instead of also getting your health pool back ooc should do something like increase your healing power stat by a percentage or increase healing effectiveness. This would cause much more trait/build diversity as people would have to think more about which heal would benifit them the most or if they want bring some traits with regeneration rather than more damage. It would also promote team work with aoe healing and regen, supportive runes and sigils.

lets get some constructive criticism going here, not just a no/15chars, explain why you think no or yes

Removed Ruby and Emerald Pendant

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

you could just make one……………
http://wiki.guildwars2.com/wiki/Ruby_Pendant

this bug needs fixing

in WvW

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Leave WvW and not die while in combat

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

After having lots of people vanish from me while I killing them in WvW I managed to whisper one of them and ask how they keep instantly breaking combat with me and not give me loot and exp. When someone leaves WvW while in combat via character select of closing the game they die and drop for the people they are in combat with and when they log back in they find their character dead where they last where in pve.

THIS IS NOT THE CASE WHEN YOU PRESS LEAVE THE MISTS from the score screen. It simply takes your character out of wvw and you dont die. This is completely against how leaving the mist wars is supposed to work and leads to me believe people are hacking and teleporting away when they are simply abusing something that isnt working proper.

Attachments:

(edited by Khezekiah Bellamy.5016)

Current Engineer YouTubers?

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

I play primarily engineer and stream and upload thing to youtube. just google my name: khezekiah

Sigil of Doom

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

is clearly applying about 16 seconds of poison when it should apply 6. would be great to have this fixed so we dont have ludicrous poison in spvp on professions that should have poison k thanks

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Under water grenades with grenadier trait throws four grenades on skills 2 and 4. with out the trait it still throws four nades on 2 and 4 and only two nades on 5

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

after various test with warherox.7943 we can confirm that take down rounds and aim assisted rocket and probably any other trait we cant think off atm that causes effects at target’s location or at target will proc sd as long you are in a tool belt casting animation.
can reproduce this by placing mines and having someone over them while you cast toolbelt animations away from target(such as nade barrage, orbital strike, throw wrench,ect) and when take down round and aim assisted rocket proc from the damage of the mines hitting them SD procs will fly from you the target.

in other news bomb kit skill 4 when placed, ALWAYS detonates at your feet, never where you placed it unless you are standing still.

Auotdefense Bomb Dispenser has the aoe ring the wrong place when knocked back or launched, the effects happen where you become cc’d but the ring appears mid way through the CC

video for all the bugs
https://youtu.be/ejjvckjATiw

~ Sigil of Blood ~ does Not function

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Went over to https://wiki.guildwars2.com/wiki/Superior_Sigil_of_Blood and found “Bug:
Neither the healing component or the damage are recorded in the combat log. However, the effects are triggered on critical as intended.” Went to heart of mist, put on assassin amulet and some fury, proceeded to hit golems and chieftain and such. No sign of sigil in combat log. Did see the sigil damage procing through, seem sigil works fine just doesnt show in the combat log.

At my stats it was hitting for 602 as u can see in the attached screen shots.

Attachments:

About the Portals on Towers/Keeps

in WvW

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Entering a portal in wvw while in combat should should down you, or if already down, should kill you. problem solved. you still get where you want to go but are penalized

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

A rather minor bug, but still bothering me: Mortar Kit can not be equipped while in the air unlike all the other kits.

Siege Golem Shield

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

The cooldown on the golem shield is per person and such can be cycled much like the way swirling winds was before it no longer stopped siege. this is unfair as you can not counter trebs with mortars when the enemies are cycling in a golem and have a permanent shield around their siege

Engineer Bugs (Updated & Consolidated)

in Engineer

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Elixir gun bugs: Elixir F, Acid Bomb, Super Elixir, and Healing Mists are not benefiting from minor alchemy trait Alchemical Tinctures and all should remove +1 condition and when paired with Inversion Enzyme should convert those condition to boons.

Over Shield is not applying the proper amount of protection, it should apply 4 seconds and when it only applying 3 seconds(mouse over boon shows 2 seconds and should be 3 seconds on mouse over if it is applying 4 seconds) and when combined with the boon duration increase from Alchemical Tinctures it should apply 4.75 seconds and it appears to be applying 3.6 seconds of protection. I also feel Gear Shield should benefit from Over Shield as it is a “Shield” skill.

Grenadier for clarity does not cause Grenade Barrage to pierce, it is actually throwing 13 individual grenades. @Aidan Eighthrain.8612 and @digitalruse.9085.

Flamethrower skill Detonate Flame Blast does have its blast finisher tooltip you just can’t see the tool tip unless out of combat or if you mouse over the skill after initially casting Flame Blast and making the skill turn over to Detonate.

Also thank you digitalruse.9085 for compiling all these bugs for us, much appreciated.

Engy bugs 23/6/15

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

underwater the grenade kit throws 4 grenades on skills 2 and 4 and only two grenades on the 5 skill.
medkit can not be equipped uderwater

Movement skills not mentioned in patch notes!

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

1. We dont have the actual patch notes and probably wont till after the patch rolls out as per normal
2. The info they did give us should be taken more as a preview of some of the things to come and all the things they showed us can be changed as some things have such as they took back what they were gonna do with ascended gear being buffed.
3. I’m like 99.99% sure every ‘leap’ like movement ability will have normalized distance traveled give or take a slope

Apparently i lost my daydreamer gs skin

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

it is okay, i asked the player in game and after relogging they could see it in his/her bag again

Celebration Booster Broken?

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Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Now when I do this without the booster normally, the max points i get is 535. (500 for 7minute match, and 5 points x 7 objectives) With the booster at a 10% bonus, that should reward an extra 53 points for a total of 588 give or take. (With rounding not too sure the exact number) If you look at the attached screenshot you will see that the am only getting the 535 with the booster active.

Looks like you thinking you should be getting 10% more rank points to me

Celebration Booster Broken?

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Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Rank points are not reward track progress points. They progress Spvp rank, in the screen shot yours appears to be 35, if you mouse over the purple bar at the bottom of the screen you’ll see how many rank points you need to the next rank.

Direct quote from http://wiki.guildwars2.com/wiki/Structured_PvP#Rewards :
" Reward track progress is not related to PvP rank points2. Players can only make progress on a single reward track at a time. Custom Arena / hot join progression is capped at two tiers per day, thus requiring a minimum of four days to complete."

http://wiki.guildwars2.com/wiki/Call_of_the_Mists effects both rank points and reward tracks. So it will show you an increase in the rank points at the end of games and more progress on reward tracks.

link to pvp rank: http://wiki.guildwars2.com/wiki/PvP_Rank

http://wiki.guildwars2.com/wiki/Celebration_Bonus only effects reward track progress. This will not grant any change to amount of rank points you receive.

Hopefully I am able to help you understand how those two things are separate

Fireheart Rise Is Broken on NA

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Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

here is an example of someone who was tossed into the ground to suffer the fate of most players, when he/she logged back in they were over here.

Attachments:

Fireheart Rise Is Broken on NA

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Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

can confirm the cause of death is the game it transporting our character to a different region and throwing us off a cliff of death and just not showing us it. soon as i noticed all the mobs around me where gone i put on a kit and tried to drop the kit only be shown “You cannot drop bundles while in the air!” for about 5 seconds then instantly killing me with a massively large number that would only happen from a long fall and fall dmg doesnt show in combat log

Fireheart Rise Is Broken on NA

in Bugs: Game, Forum, Website

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Ping Spikes to 5000 all elements of the game stopping in place besides my character movement. Insta Deaths. Events Vanishing. Map chat reporting all similar problems.

/ip 64.25.38.150:0

Attachments:

(edited by Khezekiah Bellamy.5016)

Siege [Deploy] Is Blockable?

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Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

It has come to my attention that blocking effects, such as aegis and shield skills, can negate siege placement. Is this an intended effect? It can prevent the deployment of a siege dissabler.

Video and screen shot of how it happens.

Attachments:

How to Identify an exploiter in wvw

in WvW

Posted by: Khezekiah Bellamy.5016

Khezekiah Bellamy.5016

Scenario: player is under the map on other team hitting stuff
Solution: Enable auto targeting > aim down in direction of cheater > spam ranged skills till the game targets him > profit

In this instance i was running to grab supply and on my way back my teammates where being hit by attacks they couldn’t see where, shortly after the video starts you can see the timed charges applying to my teammates in the party interface.

Yes I sent this in to exploits@arena.net